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Publication Detail
An 'In the Wild' Experiment on Presence and Embodiment using Consumer Virtual Reality Equipment
  • Publication Type:
    Journal article
  • Publication Sub Type:
    Journal Article
  • Authors:
    Steed A, Frlston S, Lopez MM, Drummond J, Pan Y, Swapp D
  • Publication date:
    21/04/2016
  • Pagination:
    1406, 1414
  • Journal:
    IEEE Transactions on Visualization and Computer Graphics
  • Volume:
    22
  • Issue:
    4
  • Status:
    Published
  • Print ISSN:
    1077-2626
Abstract
© 2016 IEEE.Consumer virtual reality systems are now becoming widely available. We report on a study on presence and embodiment within virtual reality that was conducted 'in the wild', in that data was collected from devices owned by consumers in uncontrolled settings, not in a traditional laboratory setting. Users of Samsung Gear VR and Google Cardboard devices were invited by web pages and email invitation to download and run an app that presented a scenario where the participant would sit in a bar watching a singer. Each participant saw one of eight variations of the scenario: with or without a self-avatar; singer inviting the participant to tap along or not; singer looking at the participant or not. Despite the uncontrolled situation of the experiment, results from an in-app questionnaire showed tentative evidence that a self-avatar had a positive effect on self-report of presence and embodiment, and that the singer inviting the participant to tap along had a negative effect on self-report of embodiment. We discuss the limitations of the study and the platforms, and the potential for future open virtual reality experiments.
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